The distribution of warzone boss points has been discussed a ton here since the game came out. There have been many posts made about breaking up the points by damage done or having multiple health bars but I have another approach using some ideas stolen from the MOBA Heroes of the Storm (sorry if something similar has been posted already, but there are too many other proposed changes to read them all).
In Heroes of the Storm, when a neutral mercenary camp (think boss) is killed, the team does not immediately get credit for them. After the camp is dead, a capture point appears in the camp and the team needs to stand there for ~5 seconds to gain credit for the kill. During this time the enemy team can then contest the point and attempt to steal the capture. This capture phase plays roughly the same as two teams fighting for a neutral stronghold.
I think this same kill -> capture -> reward approach could be directly applied to the Legendary Bosses in warzone. Boss dies, stronghold spawns, capturing team gains the points. Determining where the capture point for each Legendary boss (or even the smaller camps) shouldn’t be too hard. I think the best solution is to have a constant point associated with each enemy, but even something simple like creating the capture point where they died or spawned would work (could probably get glitchy with people kiting bosses to strange spots). For more mobile targets like banshees having it at a launch pad under where they path might work but the AI on where they roam would probably need to be tweaked. The size, time to capture, and location of the capture points are all things that would need to be fine tuned and play tested, but this is the general thought.
The goal of this change is to remove some of the RNG and luck involved in last hitting and replace it with more traditional Halo values such as map control and positioning. I think this change would give teams more strategic options for when they want to make pushes for bosses and how they want to setup defenses. My biggest concern with this change is it could make matches even more of a snow ball than they already are, but I think broader changes to the req system would need to occur to fix this. Ultimately, I think the game as a whole is more satisfying when individual skill combined with team strategy are the deciding factors for the larger objectives and I believe this change would increase the impact of both.
Feedback appreciated.